I’m not laughing at anyone, I Advise you to use Standard macros at your level.
Thank you very much. I’m not sure how to implement that script line you used, shocking, I know lol. It appears you’ve just added the ForEach Break to the PickUpSlot but that large tree still gives me issues. Some of the Set Array Elem nodes on the right side don’t match what you have and the "Find Map"s look nothing like what you have. They are missing the item details for item type, amount and name even though my structures match yours exactly, could have something to do with my reference map nodes being weird:
Show me full code.
Thank you so much for helping. I greatly appreciate it. I’m obviously a novice but I’m learning quickly. It’s giving errors on the reference map but it’s setup the same as yours in the preparation section.
Break red connections, and reconnect them back
When I try to break and reconnect the errored nodes pins it doesn’t let me reconnect them. Like the Max Amount pin won’t let me reconnect it from the Find Map node, it just stays broken and this is the error:
That worked perfectly. Thank you so much for your incredible help. Thank you for helping me, I am obviously a novice and greatly appreciate the assistance.
Hello,
Can you help me understand why this happens when I copy the code from the tutorial? It happens every time I copy and paste from the code editor in the tutorial. I’ve been able to fix these issues mostly but this one just won’t update correctly. It says the RefSlot doesn’t have a structure but it’s the Inventory Slot Structure.
Best practice, when you learn something, is to do it by hand, to be more familiar with the engine. Just copy-pasting someone else code won’t get you far.
As for your problem. The problem might be that you missed steps. And didn’t check “Expose on Spawn” on variables.
You only mention Expose on spawn after the drag and drop steps so I didn’t miss anything unless something wasn’t added or you’re presuming that it’s already been done without instruction. I’ve made all variables exposed on spawn and your coding keeps giving errors that the RefSlot doesn’t have the Name, Type and Amount, which isn’t accurate.
I’m trying to learn but the problem is all the teachers assume everyone is an expert, but if they were, they wouldn’t need tutorials.
Like this, what is this scrip? You’ve made 0 mention of UMG at all?
The tutorial you going through is the complex one.
I will split this tutorial in 2 different guides: super Simple System and a bit more Complex System
Part 2: Inventory System | Community tutorial
Go through 1st part, this one. Then, and only then, go through 2nd part. Don’t jump over.
I’ve gone over the tutorial. I did forget to add a comment on Open Eye thing. My apologies. Updated.
Hey there, thanks for writing all this out. Was a very neat way to make an inventory different from another example I’d seen. This way (the complex version) was very clean. I wanted to get your thoughts on how you’d add on a durability factor to items? I wasn’t sure whether it would be best to put a durability variable into the InventorySlotStructure or ItemSlotStructure.
InventorySlotStructure, amount for an example.
ItemSlotStructure is used as “mask”, to hold defaults.
I keep geting “Variable Original Index is Read-Only within this context and cannot be set to a new Value.”
Any advice on how to fix that?
Can we see where are you getting this error?
So sorry to be a bother, but i’m having a strange issue - infrequently, I’m unable to drop items. After a smattering of print strings, it seems on drop, it sometimes removes the index from inventory array, and sometimes doesn’t. Closing and re-opening the inventory sometimes fixes it. I’ve included the logic, and a GIF of the issue occurring, sorry again but I can’t figure it out
(UE 5.6)
Hm
Right now, I can see that on drop you have a variable “as game instance”, but on rebuild you cast to game mode.
How do you set “as game instance”?
But still, it does not explain why remove index does nothing…